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                        Returning 14 results for 'closed whisper readily'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     high, 4 feet wide, and of stout wood construction. All are typically shut but unlocked, and all can be readily opened without special effort. The stairways leading down from area 1 to areas 12 and 13 are
                                                
                                            
                                                
                                                     partitions and sealed off from area 6. All enclosed areas have a ceiling height of 8 feet except for the bilge (area 16), which is 4 feet high. The cargo hold hatch in area 1 is closed but not fastened. The bilge hatch in area 11 is closed and bolted from the hold side only.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     and a flagstone floor. The walls are made of rough, mortared bricks. Thick cobwebs cover crates, barrels, and old furniture stacked against the north wall. To the south are a pair of closed wooden doors
                                                
                                            
                                                
                                                     characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, âI canât get out.â To others, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     casts dark shadows, and much goes on quietly behind closed doors. The absence of beggars and riffraff in the streets might also raise suspicion that Wroat is putting on appearances. The Kingâs Dark
                                                
                                            
                                                
                                                     Lanterns are ever vigilant here, and newcomers who aim to misbehave tend to disappear quickly and without so much as a whisper.  Argonth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . C11. Guest Room This room is similar to area C10, except that its door is closed. C12. Study Against the west wall stands a handsome rolltop desk, north of which two leather-padded armchairs face a
                                                
                                            
                                                
                                                     the wereravens picked up in their travels and which they wonât give up as readily as the potion. Determine each trinket randomly by rolling on the Trinkets table in the Playerâs Handbook.  ORCUS
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     several anvils, but the rest of the structure is closed off. Maza Fieldsalder (N female human commoner) took over the smithy a year ago, after the death of her master, Alger Frakk. As the master smithâs
                                                
                                            
                                                
                                                     of Maza are those who question the nature of Algerâs death â including a few malcontents who whisper that perhaps the young smith had a compelling reason to kill her master. Whether these rumors hold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     fire in multiple directions on creatures within the gatehouse passageway. Each arrow slit is also fitted with an iron shutter, which can be closed and latched so that a creature within the gatehouse
                                                
                                            
                                                
                                                     have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     practicing arcane magic. Itâs obvious that this rejection still stings Oshundo, who refers to Illithinochâs long-dead leaders as âignorant foolsâ who are âclosed to the flexibility and power of arcane magic
                                                
                                            
                                                
                                                     malignant faith, resulting in his physical transformation. He canât speak above a hoarse whisper, and black eyes continually sprout and close across his face. Larnon has been slower to accept the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     blood, and the scent of iron hangs thick in the air.
 Twenty stirges hang from the ceiling of this cave. Bright light or any noise louder than a whisper disturbs the stirges, causing them to attack. L3
                                                
                                            
                                                
                                                    , the bats flood out of the caverns to hunt in the mountains, returning to this area at dawn. While the bats are roosting, bright light or any noise louder than a whisper agitates them and sends them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     is deactivated and incapacitated, although that fact isnât readily apparent. Activating the iron golem requires one to speak the proper command word. Not even Duke Zalto knows it. Casting an identify
                                                
                                            
                                                
                                                    !â The doors remain open until a fire giant standing within 50 feet of them speaks, in Giant, the phrase âBy Surturâs flame, I command these doors to close!â in Giant. The doors can also be closed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     champions of Dhakaan fought fiercely. But in the end, it was the orc Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both
                                                
                                            
                                                
                                                     the Glorious Eye. Stories told of Belashyrra in the Shadow Marches whisper that the Lord of Eyes can see every evil deed a person commits, and that those touched by this daelkyr suffer terrible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     checking visitorsâ identification papers  Combat behind closed doors probably doesnât raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
                                                
                                            
                                                
                                                     remains of his life here. Characters who take pity on him earn his trust, and he readily tells them where to find things in Azrokâs Hold. If information is what the characters seek, Salt Nose suggests they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ) crumbles and the door automatically shuts, sealing characters in the lightless chamber. Once closed, the door can be pushed open only from outside. It canât be opened from inside, and it has no lock
                                                
                                            
                                                
                                                     from the ceiling. Bright light or any noise louder than a whisper wakes the stirges, causing them to attack. A character attempting to retrieve the gems must succeed on a DC 15 Dexterity (Stealth) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
                                                
                                            
                                                
                                                    . Each has three clawed arms, three stumpy legs, and a barrel-like body.
 Three xorn from the Elemental Plane of Earth found their way to this cave through a planar rift that has since closed, stranding
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     ornamentation. Two arrow slits, one on each side of the door and each about 10 feet above the ground, guard the entrance.
 The entry door is unlocked but closed and is too heavy to push open except with 1
                                                
                                            
                                                
                                                     the jar and can still speak, though his voice comes out no louder than a whisper. Upon seeing the characters enter the room, he attempts to grab their attention (he has been attempting to get
                                                
                                            
                                        






